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petCat: false
canTuna: false
fedCat: false
askDirections: false
askBerlin: false
askShopKOne: false
askShopKTwo: false
drinkBeer1: false
drinkBeer2: false
letPet: false
eatFood: false
petChild: false
childKeep: false
--
{embed image: 'https://i.imgur.com/WaI7LUo.png'}
by Oraecle / Prophet / Lauren (:
>[[Start|Begin]]<blockquote> "But there was one sentence they kept coming to again and again in the loyalty hearing. [...] Americans [...] are forever searching for love in forms it never takes, in places it can never be. It must have something to do with the vanished frontier."
- Cat’s Cradle (1963) by Kurt Vonnegut</blockquote>
***
*West Berlin, Germany. Sunday, 19 August 1979. 18:00.*
The Iron Curtain serves as a divide between NATO and the Warsaw Pact. Capitalism and Communism. Freedom of one iteration, and freedom of another.
The Cold War is at its peak. West Berlin bustles with advertisements of western soft drinks, denim jeans, and overly sexualized women in bikinis. Elfenbein colored taxis bustle down the streets. Business men and housewives clamor in cafes.
The city is loud, but it is quiet among the focused. The hum surrounds two individuals, connected but so far away. A Fräulein, her brown hair curling over her shoulders, tracing her thumb around the rim of the coffee mug. And an orange Katze, loafing on the balcony of an apartment, watching the cars in the street hum by.
You decide. Who are you?
>[[Fräulein]] [[Katze]]
You are the Katze, Spusik.
Through Soviet research and genetic modification, you have gained sentience. Lakia had been your predecessor for sentience evaluations, but you remain Earth-side as an asset for the KGB. Cats remain effective spies, couriers, and companions, after all.
Your tail flicks as the simplicity of your mission comes to mind.
There is a secret bunker at Checkpoint Charlie that leads into the underbelly of Berlin. According to intelligence from spies in the West, there are explosive remnants of a prototype nuclear warhead that was abandoned by Nazi scientists after the fall of Berlin. That intelligence further suggests that the Americans are intending to take control of these remnants to plant them across East Berlin, tonight.
It is your mission to stop the American operative by any means necessary. You have a radio with a small light on your ear to summon guards from the wall if you find that the operative will overwhelm you.
You slowly amble up from your napping spot, stretching your back and toes. It’s time to begin heading towards your mission.
>>[[Leave the balcony.]]You are the Fräulein, Sabine Aust.
It isn’t your real name, but it is the name assigned to you by the CIA.
You take a sip from your coffee and a long draw of your cigarette, mentally preparing yourself for your mission. The parameters of your mission have been burned into your mind.
There is a secret bunker at Checkpoint Charlie that leads into the underbelly of Berlin. According to intelligence from the Secret Intelligence Service, there are explosive remnants of a prototype nuclear warhead that was abandoned by Nazi scientists after the fall of Berlin. That intelligence further suggests that the Soviet Union is intending to take control of these remnants to plant them across West Berlin, tonight.
It is your mission to stop the KGB operative by any means necessary.
You stamp out your cigarette and stand. It is time to proceed towards your mission.
>[[Leave the Cafe.]]Thanks for Playing!
{embed image: 'https://lh3.googleusercontent.com/pw/AP1GczP_RIO3pJKBY7T2o9ebnrG5VTpYhYVJiC4jI1_bpMA_4H7pAtA31toF3r9aWhai08dLkKbgbyJ2y5HpvB5fy6gpQR7q3HyfjcGoqdWAQLra_2i0PPax4JrpDlD15MF6cZkvyqCMBzdCbe0NfNdlxQw6Hg=w1048-h1398-s-no-gm?authuser=0'}
Pictured: Pumpkin "Mr. P" - the inspiration for the Katze
***
{restart link, label: 'Click here to play the story anew.'}
***
This game was made for the following Jams:
Interactive Fiction Showcase 2025
2025 - Jam of the Year
2025 Game Jam
***
With inspiration from Kurt Vonnegut's *Cat's Cradle*.
***
This game was made by Lauren / Oraecle / Prophet.
Lauren “Prophet” Girod is a poet, artist, author, and narrative designer who received her BA in English from the University of Georgia with the intent to pursue further education in the study of video games. She serves as the current editor-in-chief for *Ascendency*. Her poetry has previously appeared in *Stillpoint*, *Outrageous Fortune*, *The Crawfish*, *Bardics Anonymous*, *45th Parallel*, and *Viridine Literary*. Her poem *I AM THE DEER AND THE DEER IS ME* was named an honorable mention for the 2024 Virginia Rucker Walter Poetry Prize. Her art has been in *Creative License* and on the cover of *Polishing Cloth*. When not scrying the realms of the internet, she can be found cuddling her cat and several leopard geckos. Her portfolio and contact information is available here: *https://oraecle.carrd.co/*You leave the cafe. There are many sights to behold in this part of Berlin as people hustle down the streets to their afternoon appointments.
Some people move with their dogs and children to a local park, while a man leaves a nearby general store. Down the street, there are groups of people constantly entering and leaving a Biergarten - their laughter is audible from where you stand on the corner.
There is also the concerns of your mission: go to Checkpoint Charlie and stop the Soviet agent, no matter what it takes.
>>[[Go to the park.|pet the cat]]
>>[[Go to the store.|go to the store]]
>>[[Go to the Biergarten.|go to the beergarden]]
>>[[Continue with your mission.|go to checkpoint charlie]]It's a warm afternoon, and considering that you are a cat -- it would be all too tempting to pursue your own agenda. However, you have your orders even if they seem excessively frivilous.
It is midday, and there is time before you are needed to go to the checkpoint. You could go to the checkpoint now and have another nap to pass the time, or you could go to the park to stretch your legs.
>>[[Go to the park.|park]]
>>[[Go to the checkpoint.|checkpoint charlie1]]petCat: true
--
You go to the small park. The August air is languid with the laughter of children and the barking of dogs.
[unless fedCat]
You decide to take a seat on the nearby bench where an orange cat is sprawled out in a sunbeam flitting through the trees. His ears flick as a fly buzzes around him, paws kneeding every other minute against the warm metal arm.
He seems like a pleasant cat, as most of the animals in Berlin are.
[continue]
[if fedCat]
The cat from earlier blinks at you, letting out a scraggly mew as he acknowledges your presence. You reach down to scratch his chin, and you can feel the rumble of his purr under your fingertips.
[continue]
>>[[Go back to the square.|Leave the Cafe.]]
[if canTuna]
>>[[Offer the cat the can of tuna.|offer the cat food]]
The shopkeep gives you a smile, his grin ear to ear as he bids you a polite "hallo!". He seems quite open to any questions you may ask, but there is always the consideration that he could be a plant for the Soviets.
>>[[Ask for directions to Checkpoint Charlie.|ask directions]]
>>[[Ask about the shopkeep's life.|ask shopkeep]]
>>[[Ask about Berlin.|ask berlin]]
>>[[Go back to the square.|Leave the Cafe.]]
[if petCat]
>>[[Look at the modest selection.|buy tuna]]
[if askShopKOne]
>>[[Ask more about the shopkeep's personal life.|ask shopkeep2]]You enter the Biergarten.
It is busy, not unusual for August, as the patrons titter and catch up with their day. There is a faint tune from a radio that reminds you of home back in the States, but you keep your mind focused.
[unless drinkBeer2]
[unless drinkBeer1]
You recognize the bartender - Daniel. He's a contact this side of the wall with the British. Loyal man, if not a bit of a snob who loves to call you a Yank when you're not Sabine.
There is time before you have to complete your mission, so you could have a drink or two.
>>[[Sit at the bar and have a drink.|Have a drink.]]
>>[[Go back to the square.|Leave the Cafe.]]
[continue]
[if drinkBeer1]
[unless drinkBeer2]
You could open up your tab and have one more drink - for courage. Daniel's always a good sport about it.
>>[[Sit at the bar and have a drink.|Have another drink.]]
>>[[Go back to the square.|Leave the Cafe.]]
[continue]
[if drinkBeer2]
[if drinkBeer1]
Daniel gives you a look, tapping your two empty glasses put next to the bar sink. "Come back when you've got my letter, love."
You scrunch up your face and prepare to leave. He's cut you off, but perhaps it's for the best.
>>[[Go back to the square.|Leave the Cafe.]]fedCat: true
canTuna: false
--
You crack open the can of tuna near the orange cat. He perks up at the sound and hops off of the bench, weaving between your legs and looking up at you with a trilling meow.
You put it down for him and he flicks his tail, starting to chow down on the canned tuna. The noises he makes are a little gross to listen to, but he polishes off the last of the can before you can register it.
He looks up at you, blinking his green-amber eyes slowly at you before rubbing up against your leg. You pet him and he purrs before going back to his warm spot on the bench.
>>[[Take a step back to enjoy the park.|pet the cat]]askDirections: true
--
You decide to ask about the area specifically. The shopkeep doesn't seem terribly surprised, as this part of town is known to have a few tourists and the odd, lost private in the miliary.
"There is a park down the road that is great for spending time with family, a few grocery stores besides mine, and several Biergartens if you are looking for something to eat. If you need help with finding Americans - there are a few stationed down the road where East and West are divided."
>>[[Ask about the shopkeep's personal life.|ask shopkeep]]
>>[[Go back to the square.|Leave the Cafe.]]
askBerlin: true
--
You ask about the city of Berlin.
Some of this information you know already - the general geography of the city, the political tensions. His opinion is shy for someone on this side of the wall, but perhaps he has family on the eastern side, and tempers his thoughts as a result.
You two chat idly about the city, agreeing that it is a beautiful place with good art, great music, and even better beer.
>>[[Ask about the shopkeep.|ask shopkeep]]
>>[[Go back to the square.|Leave the Cafe.]]Your thoughts go to the orange cat you saw in the park. You are particularly fond of cats, and it can be a hard life for strays. The little shop has plenty of options.
[if fedCat]
The cat is full from the food you gave it earlier. Any more that you buy would go to waste.
>>[[Return to the store.|go to the store]]
[unless fedCat]
[unless canTuna]
You find a cheap can of tuna that would be more than sufficient for the cat.
>>[[Purchase the tuna.|buy tuna for real]]
[continue]
[if canTuna]
You already bought a can of tuna for the cat.
>>[[Return to the store.|go to the store]]You approach the guard house of Checkpoint Charlie. Everything seems normal as tourists are kept at bay of the military checkpoint, several local citizens going about their day, getting their passes stamped and checked to go from one side of the wall to the other.
You have the chance to smoke another cigarette and wait for nightfall, or return to the nearby square to bide your time.
>>[[Go back.|Leave the Cafe.]]
>>[[Wait for evening.|descend]]Time passes, and night has fallen.
You stamp out the last cigarette in your carton. The guards have swapped their shifts, and there is a small window that allows you to slip by unnoticed.
In that window, you manuever to the guard house and rush through the door. You are focused solely in getting your mission done. There are millions of lives - American, German, French, British to name a few - in your hands, and your expertise is the only way to preserve freedom for the world.
Behind the hidden door mentioned in your mission dossier is a ladder that descends into darkness.
There is only one path forward.
>>[[Descend.|towards unto darkness]]askShopKOne: true
--
The shopkeep seems surprised that you want to know more about him, but gives you a brief smile.
"Well - I have lived here since I was a boy. My parents came here after the war ended and set up this little shop."
He makes light conversation, but it all seems superficial. You don't expect anything in depth from him, however it feels very similar to your background of being Sabine Aust, the young German-American woman who is in town to see her cousins. It fits too well, too easily, too fluid.
You study his face. You could pry further, but too many questions may make him suspicious.
>>[[Inquire more about the shopkeep.|ask shopkeep2]]
>>[[Thank him for his conversation.|go to the store]]
>>[[Go back to the square.|Leave the Cafe.]]askShopKTwo: true
--
You decide to push the bill even further.
You ask about his family, attempting to poke holes into his little story. You know that your own story isn't perfect, but the way he carries himself is too well done, too dressed up.
You see something crack in his facade when you ask about his wife - he's wearing a ring, but has not mentioned her. Perhaps your own ego carries you with asking him question after question, wanting to know how long they've been married, where she works.
The chase carries you when he answers with a hint of an accent - he's from Latvia. Riga. He's could be a Soviet.
There's a recognition in his own eyes when you catch his slip. You decide to leave, as you have overstayed your welcome.
>>[[Go back to the square.|Try to leave the cafe.]]Your attempt to leave is stopped by the shopkeep. He intercepts you, standing infront of the door and locking it.
All friendliness from your shopping and questioning has been disregarded as he sees your for who you are. Another spy, another side of the coin that is this cold war.
You steel yourself. You have failed your mission, and now you fight to get out of this trap you set for yourself.
[[Continue.|Credits]]canTuna: true
--
You bring the can of tuna to the shopkeep and hand him a mark, earning a nod from him as he rings up your total and hands you the change. You wave off a paper bag from him, instead putting the can in your coat pocket along with the coins.
>>[[Continue.|go to the store]]
You go to the small park. The August air is languid with the laughter of children and the barking of dogs. A woman is sitting on the bench you frequently sleep on days like this.
You hate dogs - the loud, annoying creatures. From your short time here, you have known many humans to let their dogs off the leash to roam around, and they chase after you or other smaller animals. Children you can tolerate, but they often insist on taking you home and begin screaming at their parents to take you home.
A comfortable home does sound appealing, but the Soviets provide you plenty of mice to chase and a warm hearth to sleep at in the winter.
>>[[Approach the child playing alone.|bench with child]]
>>[[Wander to the open space.|open space]]
>>[[Investigate the woman on your bench.|bench with sabine]]
>>[[Go to the Checkpoint.|checkpoint charlie1]]You amble towards Checkpoint Charlie.
There are cars in the street, people on the side walks, and the occasional dog that lunges towards you, yanked back by the owner on the other end of the leash. You weave between alleyways and thresholds of stores and apartments.
The way opens and you can see the checkpoint. There are soldiers monitoring both sides of the border, holding onto the uneasy peace that a Cold War affords.
There is a small ledge on one of the guard houses that you can manuever to that would shelter you until evening. Alternatively, you could return to the park to spend more of the day.
>>[[Return to the park.|park]]
>>[[Wait until evening.|descend1]]You approach the child playing alone. You do not see any parents of the child, and you sit a small distance away from it. Observing it.
[unless petChild]
The child - a little girl you presume, from the pigtails and dress - is playing alone on the swings. You know what it is like to be alone, but it is in your nature as a cat to go as you please and recieve what adorations you like.
She sees you, and hops off the swing. She calls you "kitty" and approaches you slowly, wanting to pet you.
[continue]
[if petChild]
The little girl has returned back to the swing, but she perks up when she sees you. She wants to pet you again, and you see a large smile on her face. "Kitty, kitty!"
[continue]
>>[[Let the child pet you.|let the child pet you]]
>>[[Run back to the park entrance.|park]]You trot to the open grass of the park. Trees line the general area, creating a cup of soft grasses where people often throw toys for their dogs or practice jumping around as a group. It is rather silly to imagine.
You stalk along the edge of the woods. The sun is shining - tempting you to stretch out over the warm grass and sun yourself. However, it is entirely possible that a dog could approach you and disturb your rest.
>>[[Lounge in the open space.]]
>>[[Return to the park's entrance.|park]]letPet: true
--
You approach the woman sat on your bench.
She is an unassuming woman - the smell on her clothes gives her the impression of being a business woman from far away, as she does not smell of the streets of Berlin. Perhaps she is British or French.
"Hello, little Katze." She notes your approach. Her accent is German, but she is speaking English.
[if eatFood]
The woman gives you a small smile and pets your head, scratching under your chin. "I have nothing more for you, little Katze."
[continue]
[unless eatFood]
The woman gives you a small smile. She has a few treats in her hand - dried sardines. They are fragrant and fishy - one of your favourite snacks to get out of the Soviets. She holds them out to you, if you choose to accept them.
>>[[Accept the food.]]
[continue]
>>[[Return to the park.|park]]drinkBeer1: true
--
You have a seat at the bar. Daniel looks to you and pulls out a glass, filling it with a pale ale before passing it to you. "Pint for your thoughts, Sabine?"
You two start to talk about things that seem rather trivial for a CIA agent and a respective informant. The weather. The latest news of cosmonauts returning back from space. Vivian Vance's passing. Monty Python.
He's charming, and perhaps in another life there would have been the opporitunity for the two fo you meet and be away from the MI6 and CIA. However, this is not that life.
You finish your drink after a long talk. You sit there for a moment, contemplating your choices. You could have another drink, or pay your tab and be on your way.
>>[[Pay your tab and leave.|Leave the Cafe.]]
>>[[Have another drink.]]drinkBeer2: true
--
You decide to have a second drink.
Daniel cocks his eyebrow at you when you resume your seat at the bar. He pulls out another glass, leaning on the side.
"Got a lot of nerves then, love?"
You give him a flat look, of which he doesn't meet entirely. His is more calculating. Focused. He's aware of what's at stake with your duty to your country in the time of this cold war, how it pertains to the larger scope of the western world.
You brush off his comment by taking a drink, and he minds himself cleaning glasses and tending to the stream of patrons. Yet he always saves a seat and his ear for you.
You finish the drink and push the glass towards him, and he scoops it up quickly. Your eyes follow him as he moves across the bar. Even if this life would not work out - perhaps dinner one evening before you go wherever you've been directed to next.
>>[[Pay your tab and leave.|Leave the Cafe.]]Time passes, and night has fallen.
You un-loaf yourself and stretch, extending out your back legs to limber up for your mission. It is time to strike.
You move to a building bordering the wall and paw at the door, being let in by someone loyal to the Soviets. They give you a pet before moving to open the door to the basement, and you begin to descend the stairs down deep into the earth. Through paths unknown and obscured, you manuver the path that has been tread by similar agents to you - to the abandoned nuclear bunker below Berlin.
>>[[Continue into the darkness.|continue into the darkness]]You descend into the darkness.
The ladder seems to go on for miles. All you can hear are your shoes tapping on the metal bars as you go deeper and deeper into the earth. There may be an elevator elsewhere in the facility, but it is nowhere near your current position as you continue going down.
Eventually you hear the hum of machinery. The darkness lets up only briefly - dim lights showing an arsenal of missile shells off to the side like little soldiers.
You see the door mentioned in your briefing. As you approach, you hear a noise. A pitter-patter. It is too loud to be a rat, but it gets your attention as you look up to try and find it.
[unless petCat]
There is an orange cat blinking at you from the top of one of the decomissioned missiles. You see a small, red light blinking from its ear. The cat is the spy.
[continue]
[if petCat]
You recognize the cat from the park, blinking at you from the top of one of the decomissioned missiles. You see a small, red light blinking from its ear. The cat is the spy.
[continue]
[unless fedCat]
You are not sure what the cat will do. They are unpredictable creatures, after all.
[continue]
[if fedCat]
There is a chance that the cat may recognize you from feeding it before. However, they are capricious creatures.
>>[[Attempt to call the cat you fed.|Good Ending Sabine]]
[continue]
>>[[Attempt to pet the cat.|Neutral Ending Sabine]]
>>[[Try to scare off the cat.|Bad Ending Sabine]]"Here kitty-kitty." You hold up your hand to the cat, making sure your movements are slow and controlled. This cat, the KGB agent you have been focused on finding, accepted your kindness before - and it is entirely possible he will take to your kindness now.
You watch him slink down from the missile shell, trilling at you. The red light is still blinking, but he seems to have made no move to call any back-up upon you.
His paws pit-pat on the metal grate, coming up to you and rubbing up against your leg. You pet him before he puts his paws on you. You scoop him up. He is simply a cat, and you a woman. Both pawns in this cold war.
You hold him close, thumbing his furry little cheeks. And slowly you walk away from the door, finding another way out with your new friend.
[if drinkBeer2]
Maybe the what-ifs of another life will be your future for this one.
[continue]
>>[[The end.|Credits]]"Here kitty-kitty." You hold up your hand to the cat, making sure your movements are slow and controlled. He looks at you with mild contempt, tail flicking back and forth. He makes no move to get up from his spot.
You still have to complete your mission.
You inch closer to the door, eyes trained on the cat. Quickly, you rush to the door and fling it open before the cat can try and stop you.
You barricade the door, turning a large safe lock to seal yourself inside. If the CIA does not hear from you, as per the plan, then they will send more of your countrymen.
However, now you must wait in the lonely silence. Perhaps it is for the best that you do not have a Gieger counter.
>>[[The end.|Credits]]"Shoo!" You wave your hands at the cat, attempting to get it away from your goal.
It puffs up, fur on its spine raising as it hisses at you. You feel spittle hit your face. A sharp siren pierces your ear, and the cat's red light blinks in quick succession.
Boots echo in the distance, coming from an unknown direction in the dark. He has raised the alarm. You need to scram, and quickly.
You make a break for the ladder again, your footfalls echoing in the tunnel. They hit the metal grate, and it is not long before the other boots catch up with you.
You get to the ladder, but as you begin climbing - you are abruptly yanked back by the back of your shirt. You struggle to fight against the soldier, but they are not alone.
Everything goes dark. You have failed your mission.
>>[[The end.|Credits]]petChild: true
--
You let the little girl pet you. Her hand is warm and gentle, comforting you and bringing you back to a moment long ago when you were still with your mother.
You know the risks of showing affection to a child. You could be cat-napped and turned into a house pet. But a full belly and a gentle child to have as your owner would not be such a bad thing. The little girl gives you a final pat on the head before stepping back.
You still have your mission to consider. But you are a cat, and do as you please.
>>[[Rub against the child's leg.|rub up against the child]]
>>[[Return to the park.|park]]You move to rub up against the leg of the child, and she squeals in happiness. She showers you in pets and cheekrubs. This is a life you could get used to.
She scoops you up quickly and absconds with you elsewhere in the park, cheerily calling you her baby. And her baby you will be - no longer the KGB agent you were assigned to in this life.
>>[[Continue.|Credits]]The sun tempts you, and you slink out to embrace the warmth of the grass. You manage a few strides before flopping, rolling back and forth, stretching your back legs out and clawing up some of the soil.
For a moment, you close your eyes. This is peace. A calm before the storm of your mission.
Then you hear it. Barking. You leap to your paws and see two dogs charging towards you, barking and baying. In a flash you go to the trees of the park, but the dogs are faster.
You barely manage to climb up a tree, hissing at the intruders of your peace. For a moment, you hope their humans will come get these beasts, but you see no collar.
You will be stuck in this tree for too long, all thanks to careless dog owners.
>>[[Continue.|Credits]]eatFood: true
--
You take the sardines gleefully. They crunch between your teeth as you savor them.
Being an animal agent of the KGB is hard work, and your loyalties can occasionally be bought by pleasures of the flesh.
You eat every one of her treats before starting to groom yourself. She pats your head, lighting another cigarette. You do not mind the smoke.
>>[[Return to the park.|park]]You climb down from your spot above the door and trill at the woman. You are a cat, and any cat would be tempted by pleasures such as these.
She places dried sardines on the metal floor, much to your delight. You purr at her generousity as you chew them slowly, savoring them. She pets your spine, her gloved fingers smoothing down your fur in a way that reminds you of your mother.
She feels over your side. Your fur is thin from the August summer and your ribs are more prominent. The Soviets feed you as well as they can, but still you beg for scraps of food from stalls and soldiers that pity you.
You eat your fill and allow her to scoop you up, and she rubs your cheeks. Instead of going to the door, she takes you elsewhere. She coos at you, and you understand her sentiment. Perhaps this evening is a new start for the both of you.
>>[[Continue.|Credits]]Despite any attempts to coax you down from your spot, you flick your ear and hiss. The radio on your ear activates.
The woman recoils back, starting to run away back from where she came. You hear guards shouting in the distance, quickly trying to catch up on her.
You are the cat in this larger-scale game of cat and mouse, and you remain loafed above the door. Your mission is complete, and your dinner as Comrade Spusik will be glorious.
>>[[Continue.|Credits]]The descent lets up into a flat bunker.
The metal is cold beneath your paws, and you find a place that overlooks the door to the vault - atop a decomissioned missile. You loaf up once more, closing your eyes as you listen for movement.
It isn't long before you hear flats tapping on that metal flooring. Opening your eyes, you see a woman approaching. There is no reason why she should be here in the bowels of Berlin. Unless she were American spy you were told to watch out for.
[if letPet]
The woman from the park calls to you, holding out her hand. "Here, kitty-kitty." She does not seem malicious. In fact, it seems that she is offering you more pets.
>>[[Accept pets.|good ending spusik]]
[continue]
[if eatFood]
The woman pauses before digging into her coat pocket, holding out more dried sardines for you. You can feel yourself salivating. Her bribery is tempting.
>>[[Take the treats.|good ending spusik]]
[continue]
>>[[Call for re-enforcements.|neutral ending spusik]]